Borderlands 2 Trading System
Borderlands 2, o Microsoft Windows, Mac, Linux, Playstation 3, Playstation Vita, Playstation 4, Xbox 360 e Xbox One Borderlands 2 foi anunciado oficialmente em 3 de agosto de 2011. O jogo foi lançado em 18 de setembro de 2012 nos Estados Unidos, setembro 20, 2012 na região da Australásia e 21 de setembro de 2012 internacionalmente. O Borderlands 2 foi construído no Unreal Engine 3 e usa a tecnologia PhysX. Foi anunciado por Randy Pitchford, CEO da Gearbox, que o jogo vendeu mais de 12 milhões de unidades em março de 2015 em todas as plataformas. 1 Set cinco anos após os eventos de Borderlands Handsome Jack. O antagonista principal dos jogos, assumiu a Hyperion Corporation, declarou-se Ditador da Pandora e tirou todo o crédito por encontrar a Vault - chegando a reivindicar a responsabilidade por matar o Destroyer. Jack também apagou grande parte da luz do planeta com uma gigantesca base em órbita em forma de H na frente da lua fixa de Pandoras, criando uma atmosfera de grande irmão em todo o planeta. O novo grupo de Caçadores de Vault em Borderlands 2 é encarregado de matar Jack e retornar a paz para Pandora. Borderlands 2 começa com os protagonistas em um trem para um local não especificado para começar sua busca pelo cofre. O trem acaba por ser uma armadilha de Handsome Jack, para matar todos os que buscam o Vault. Os Caçadores de Vault defendem-se o tempo suficiente para chegar a um trem engenheiro cheio de explosivos e um manequim Handsome Jack parecido. A detonação faz com que o trem escureça no Arctic Wasteland, com nossa nova equipe espalhada pelos destroços. O jogo começa com os Caçadores de Vault acordando para Claptrap escavando os restos. O misterioso Anjo da Guarda então contata com eles e explica que Handsome Jack deve ser morto, direcionando os jogadores para resgatar os quatro caçadores de Vault originais das garras de Hyperions para realizar isso. Todos os quatro dos Caçadores de Vault originais reaparecem na sequela como NPCs. Assumindo um papel fundamental durante o enredo principal e oferecendo missões opcionais que continuam sua história pessoal. Classes de personagem Veículos apenas DLC: esses veículos são usados apenas por NPCs e não podem ser legitimamente conduzidos por jogadores Armadores de armas Bandit marcas armas - os próprios bandidos fazem muitas de suas próprias armas. Essas armas são as maiores revistas no jogo, mas têm estatísticas medíocres em geral. As armas da Dahl se concentram na estabilidade, precisão e incêndio, e apresentam coloração de camuflagem. A maioria das armas Dahl possui uma taxa de tiro automático total sem escopo, enquanto escopo na arma dispara em rajadas. As armas Hyperion mantêm sua alta precisão habitual, com um estilo de ficção científica, com efeitos elementares incandescentes e listras corajosas. Ao contrário das outras armas, a precisão das armas Hyperion aumenta quanto mais tempo o gatilho for pressionado, mas eles começam com pouca precisão. As armas de Jakobs mantêm sua tradição de alto dano não elementar (com exceção de algumas armas) para o alto recuo e baixos tamanhos de revista, mas sofreram uma leve renovação da parcela anterior. Os rifles de assalto, as espingardas e as pistolas disparam tão rápido quanto o gatilho é puxado, enquanto os rifles de atirador ainda exigem uma espera para a rodada ser embutida. As armas de Maliwan mantêm seu foco em danos elementares e assumem um design muito elegante e futurista, com cantos arredondados, cores brilhantes e muitas luzes piscando. As armas Tediore têm uma sensação diferente, tendo sido descrito como barato, pedaços de plástico e caixas de Wal-Mart por Randy Pitchford. Em vez de serem recarregados, as armas de Tediore são jogadas fora e explodir como granadas quanto mais munição for deixada no clipe, maior a explosão. Uma máquina de escavação de armas totalmente carregada na mão dos personagens após a remoção da arma é descartada. As promoções de pré-lançamento indicaram que, devido às suas capacidades explosivas, existe a chance de que as armas Tediore explodissem na mão dos usuários antes de jogá-la fora. Este mecânico não chegou ao produto acabado. As armas Torgue possuem munições Gyrojet que equilibram danos de área de efeito com baixa velocidade de projétil e reduzida capacidade de revista. Vladof continua sua tradição de armas com taxas de fogo extremamente altas, e produz barriles rotativos de minigún. Vladof usa materiais que variam de madeira resistida a cromo como metais. Características diversas Personalização de personagens - Novas artes, peles e cabeças estão disponíveis como gotas de chefes e certos inimigos e como recompensas de missão, desafio e nivelamento. Eles apresentam diferentes graus de raridade. E-tech - Um holdover das armas de Borderlands Eridian, E-tech é uma técnica de modificação de barril que funciona com todas as marcas de armas. 1 Badass Rank - Completando desafios aumenta Badass Rank, e o nível mais difícil ou superior é o desafio, quanto mais Badass Rank é dado após a conclusão. Ganhar rank suficiente classifica um Tokass Badass, resgatável para aumentos estatísticos que se aplicam a todos os personagens de um perfil. Objetivos opcionais - Agora existem objetivos que não são necessários (como manter um aliado acima de 50 de saúde). As recompensas estão sendo tabuladas. Nerfing Elemental - Onde os inimigos elementares de Borderlands poderiam ser mortos com um dano de bala de uma arma elementar de base similar, os inimigos de Borderlands 2 receberão significativamente menos danos por armas usando elementos que eles tenham uma resistência. Missões de escolha múltipla - Algumas missões contêm uma escolha na forma como serão completadas. Interface de Negociação - Foi criado um sistema de negociação que permite aos jogadores trocar ou vender itens formalmente. Os jogadores também podem apostar itens para serem vencidos. Armadilhas - Alguns itens normalmente arrumados (cofres, vagens de plantas, etc.) contêm armadilhas, de inimigos hostis a granadas vivas. One Point Wonders - habilidades de troca de jogos que podem alterar as opções disponíveis e o estilo de jogabilidade, mas apenas exigem um pequeno investimento para desbloquear em um nível básico. Eridium - Um novo elemento que pode ser usado para aumentar outros poderes elementares. É também uma moeda que pode ser usada para atualizar a capacidade espacial da mochila, o espaço do banco da arma, a capacidade da munição da arma, atualizar temporariamente as habilidades dos personagens e abrir cofres especiais (somente DLC) Promoções Premiere Club - O bônus de pré-encomenda inclui: The Golden Key - Desbloqueie um item raro no misterioso Cofre do Loot do Santuário. Vault Hunters Relic - Jogue solo ou junte-se com os amigos e aumente sua fortuna de caça de artes com a relíquia dos Caçadores de Vault. Gearbox Gunpack - Um pacote de armas de ouro da Gearbox únicas para ajudá-lo a começar sua jornada em Pandora. Os consumidores que pré-encomendaram Borderlands 2 receberam o Mechromancer DLC gratuitamente. Consumidores que pré-ordenaram da GameStop (EUA). EB Games (AUNZCAN) ou GAME (Reino Unido) também receberam acesso ao Criature Slaughter Dome. Os consumidores também conseguiram enviar sua idéia para o nome de uma arma para ser incluído em um futuro pacote de conteúdo adicional na página do GameStops. Nomeie esta arma. (Jaqueta amarela) Edições especiais Deluxe Vault Hunter Edition Ultimate Loot Chest Edition Jogo da edição do ano (2º parto pago UVHM não incluído) Borderlands 2 Season Pass - 4 DLCs (não incluindo pacotes de pré-encomenda) Borderlands 2 PlayStation Vita Bundle Borderlands Triple Pack Inclui todos os DLC em PS3 e Xbox 360 Borderlands A Handsome Collection inclui todos os DLC em PS4 e Xbox One Deluxe Vault Hunters Edition A música de introdução do Borderlands 2 é Short Change Hero by The Heavy. A canção de crédito de Borderlands 2 é How You Like Me Now também de The Heavy. A Borderlands 2 é considerada por vários críticos e jogadores, o melhor jogo de Borderlands da série até o momento. O Psycho na capa faz o gesto da arma com as duas mãos e os apontou para a cabeça dele novamente. Esta é uma repetição da capa do primeiro jogo, onde um Psycho faz o gesto da arma com uma mão e aponta para a cabeça dele (Borderlands - gt Borderlands 2). Referências A interferência do bloqueador de anúncios detectado Wikia é um site gratuito para usar que ganha dinheiro com a publicidade. Temos uma experiência modificada para os espectadores que usam bloqueadores de anúncios. A Wikia não está acessível se você fez outras modificações. Remova a (s) regra (s) do bloqueador de anúncios personalizados e a página será carregada como esperado. Condições de fronteira 2 Borderlands: Guia pré-sequela Tweak Otimização geral Borderlands 2 Tweak Guide Por Koroush Ghazi Borderlands: As adições pré-sequela Por Andrew Burnes Borderlands 2 de 2012 apresentou Uma mistura finamente aprimorada de comédia, tiro, pilhagem e role-playing, impulsionando o jogo bem avaliado para o topo das tabelas de vendas e aumentando a franquia Borderlands em uma das propriedades mais populares da 2K Games. Agora, em 2014, Gearbox e 2K Games estão de volta com Borderlands: The Pre-Sequel. Antes dos eventos de Borderlands 2 e estrelando um Jack não atraente e não muito malvado, e um novo elenco de personagens jogáveis. No lançamento, a GeForce publicou um guia abrangente de ajuste que permitiu aos jogadores do Borderlands 2 maximizar a fidelidade gráfica e configurar o jogo a seu gosto. E enquanto Borderlands: The Pre-Sequel é uma besta diferente em termos de jogabilidade, nos bastidores utiliza a mesma tecnologia que o Borderlands 2, então, em vez de duplicar o trabalho existente, revisamos e atualizamos todas as informações existentes, comparamos o The Pre-Sequel Com os drivers mais recentes e testaram extensivamente a configuração de PhysX acelerada por GPU pré-seqüelas, que possui quadruplicar os detalhes por efeito. Além disso, examinamos os benefícios da nova tecnologia Dynamic Super Resolution (DSR) da NVIDIAs, que oferece gráficos de qualidade 4K em qualquer tela HD. Então, salte e saiba como cada configuração do jogo afeta o desempenho, como você pode otimizar seu sistema e como você pode apertar ainda mais fidelidade gráfica de ambos os jogos. Otimização geral do sistema Quase tão importante como qualquer configuração no jogo é a forma como a instalação do Windows está configurada. Um grande número de problemas e problemas de desempenho, especialmente gaguejamento, falhas e desacelerações, podem ser rastreados diretamente para configurações sub-ótimas no Windows e drivers desatualizados ou mal configurados. Visite o nosso Guia de jogos estáveis para obter o seu PC na melhor forma e, pelo menos, certifique-se de atualizar seus drivers de gráficos para a versão mais recente disponível. Medição de desempenho Para realizar com sucesso todos os ajustes, você precisará de alguma maneira de medir objetivamente seu desempenho em Frames Per Second (FPS). A maneira mais fácil de fazer isso é usar o comando Stat FPS, conforme coberto pelas Comandos da consola na seção Advanced Tweaking. Outro método é baixar e instalar o utilitário FRAPS gratuito e, em seguida, iniciá-lo antes de iniciar Borderlands 2 ou Borderlands: The Pre-Sequel. Qualquer um dos dois métodos irá fornecer-lhe um contador FPS que é exibido no canto da tela. Preste atenção ao seu FPS durante o jogo, particularmente durante cenas graficamente intensas, como o combate pesado. Se o seu FPS mergulhar para um nível muito baixo em qualquer ponto, ou está constantemente aumentando, então é uma boa indicação de que você precisa ajustar várias configurações, seja para elevar seu FPS mínimo para pelo menos cerca de 30 FPS ou mais, ou simplesmente para Estabilize seu framerate para evitar a gagueira. Configurações gerais Para acessar o conjunto completo de configurações no jogo, lança Borderlands 2 ou Borderlands: The Pre-Sequel, pressione ESC para ir ao menu principal e selecione Opções. As opções de vídeo são abordadas em detalhes mais adiante neste guia. Primeiro examinamos as seções gerais de jogabilidade, áudio, teclado e controle das opções. Mensagens de treino: se configurado para Ligado, as mensagens de treinamento aparecerão periodicamente na tela, dando sugestões e detalhes sobre como usar os vários recursos em Borderlands 2 e Borderlands: The Pre-Sequel. Eles aparecem mais freqüentemente durante a primeira parte do jogo. Se você é novo na série Borderlands, é melhor deixar essa configuração ativada. Requisitos de duelo: Esta configuração controla se você irá recusar automaticamente todas as solicitações de outros jogadores online para participar de um duelo ou se você pode aceitar esses pedidos. Weapon Aim Toggle: Se configurado para On, quando você pressiona o botão de objetivo (botão direito do mouse por padrão), você olhará para baixo das vistas de sua arma, até que você pressione a mesma tecla novamente. Se configurado para Desligado, você deve manter pressionada a tecla para continuar apontando para a mira. Crouch Toggle: Se configurado para On, quando você entrar em um crouch (tecla C por padrão), você permanecerá em posição agachada até você pressionar a mesma tecla novamente. Se estiver definido como Desligado, você permanecerá apenas agachado enquanto você pressionar a tecla de agachamento. Rotação Minimap fixa: Esta configuração controla a forma como o minimapa, exibido no canto superior direito da tela, se comporta. Se definido como Ligado, o entorno de minimapa girará em torno do seu indicador de caracteres no centro do minimap enquanto você olha ao redor. Se definido como Desligado, o entorno de minimapa permanecerá fixo, e a seta do indicador de caracteres mudará de que maneira se baseia na direção em que você está enfrentando. Rotação de Item: Esta configuração determina a forma como os objetos se comportam quando inspecionados em seu Inventário. Na prática, parece que não há diferença se esta opção está definida como Fixed or Locked - você pode visualizar qualquer item em seu inventário clicando com o botão direito do mouse sobre ele e selecionando Inspect, e você pode girar o item livre mantendo pressionado o botão esquerdo do mouse E movendo o mouse. Bloquear a câmera quando a travagem: se configurado para Ativar, sempre que você executa um deslize em um veículo (tecla G, por padrão), a câmera tentará permanecer apontada para a direção em que o veículo está voltado. Se configurado para Desativar, a câmera permanecerá apontada na direção de sua mira quando um desligamento forçado. Use a direção inversa invertida: esta configuração controla a maneira como sua direção se comporta quando se inverte em um veículo. Se configurado para Ligado e quando estiver usando a câmera reversa em um veículo (tecla V por padrão), mover o mouse para a esquerda resultará no reverso do veículo para a direita se for definido como Desligado, o arranjo é invertido. Negociação: Esta opção controla se você pode participar no sistema de comércio de jogos com outros jogadores online. Se configurado para Ativado, outros jogadores podem iniciar um negócio com você. Censor Gore: se esta opção estiver definida como Sim, as principais formas de gore no jogo, como sangue e desmembramento, serão desativadas. Desativar gore também pode melhorar o desempenho durante o combate. Se esta opção estiver definida como Não, o gore não será censurado de nenhuma maneira. No entanto, se a configuração PhysX Effects estiver em Low, não haverá sangue e sangue, independentemente desta configuração. Veja PhysX Effects na seção Configurações Gráficas mais adiante neste guia. Pistola Autoswitch: a capacidade de usar duas armas diferentes ao mesmo tempo em Borderlands 2 é conhecida como Gunzerking. Essa capacidade dual-wield é uma habilidade única do personagem Gunzerker no jogo. Se esta opção for definida como Sim, seu layout de controle para suas teclas de controle de fogo primário e secundário será automaticamente alterado quando Gunzerking: disparo primário (botão esquerdo do mouse, padrão) disparará na arma esquerda, fogo secundário (botão direito do mouse por padrão) certo. Se definido como Não, os controles de armas permanecem os mesmos que os normais quando Gunzerking. Nenhuma das configurações abaixo tem algum impacto no desempenho. Música, Efeitos sonoros, Volume de diálogo: esses controles deslizantes controlam, respectivamente, o nível de volume da música de jogos, os efeitos sonoros, como fuzis e passos, e a caixa de diálogo falada pelos personagens. Legendas: se configurado para On, as legendas de texto serão mostradas na parte inferior da tela durante conversas e cenas cortadas. Definir esta opção como Desligado remove todas essas legendas. Chamadas do jogador: esta opção controla as várias observações espirituais que seu jogador pode fazer automaticamente a qualquer momento, especialmente durante o combate. Se você não deseja que o seu jogador faça essas chamadas, defina esta opção como Desativado. Push To Talk: esta opção relaciona-se com qualquer comunicação com outros jogadores online que você inicia via seu microfone. Se estiver definido como Ligado, você somente transmitirá qualquer som do seu microfone quando você pressionar a tecla Conversar (T, por padrão). Se estiver definido como Desligado, qualquer ruído apanhado pelo microfone será constantemente transmitido (como sua respiração), o que pode irritar outros jogadores e usar recursos de rede. VOIP Chat Volume: Este controle deslizante determina o volume de bate-papo por voz online. Mute Audio on Focus Loss: Se configurado para On, sempre que o jogo é minimizado ou não o foco principal no Windows, todos os jogos de áudio serão automaticamente silenciados. Se estiver definido como Desligado, o áudio continuará jogando em segundo plano, independentemente. Mouse do teclado Inverter o look do mouse: Se configurado em On, pressionar o mouse para a frente fará com que seu personagem vá para baixo, e mover o mouse de volta fará com que eles apontem para cima. Se definido como Desligado, o arranjo é invertido. Sensibilidade do mouse: este controle deslizante determina o nível de capacidade de resposta do mouse para seus movimentos. Quanto mais à direita o controle deslizante, mais sensível o mouse sentirá. Tenha em mente que, se os movimentos do mouse se sentirem laggy mesmo depois de aumentar a sensibilidade do mouse, há várias outras coisas que você deve verificar: Se o seu framerate cai abaixo de 25 FPS a qualquer momento, particularmente durante o combate pesado, você precisará ajustar suas configurações Para melhorar o seu FPS mínimo e, portanto, manter o seu mouse sensação adequadamente sensível em todos os momentos. Verifique a configuração Gráficos Framerate (coberta mais adiante neste guia) para se certificar de que não está configurado para uma tampa baixa, como 30 FPS. Algumas pessoas encontrarão esta taxa de quadros máxima muito baixa para permitir uma capacidade de resposta suficiente. A configuração Suavidade do mouse (coberta abaixo) pode afetar negativamente a sensação de capacidade de resposta, se ativada. A VSync de qualquer tipo - seja habilitada no jogo ou no Painel de Controle NVIDIA - pode contribuir para uma sensação menos sensível aos movimentos do mouse. Consulte a configuração VSync na seção Configurações Gráficas mais adiante neste guia para obter detalhes. Suavização do mouse: se configurado para Ativado, esta configuração tenta reduzir o jerkiness dos movimentos do mouse, levando a média de várias amostras de entrada, em vez de apenas uma amostra única a qualquer momento. Observe que o alisamento do mouse não é o mesmo que a aceleração do mouse. O principal benefício de permitir o alisamento do mouse é que ele pode aumentar a precisão e, como o nome indica, proporciona uma sensação de suavidade nos movimentos do mouse. A principal desvantagem é que isso pode resultar em atraso notável do mouse, fazendo com que o mouse se sinta menos sensível, particularmente durante a ação acelerada. No equilíbrio, é melhor ajustar para Off para máxima capacidade de resposta em Borderlands 2 e Borderlands: The Pre-Sequel. Assistência de objetivo: se configurado em Ligado, sua arma será automaticamente bloqueada de forma suave para os alvos, assim que você aproximar sua mira. Isso, obviamente, facilita muito, o que, por sua vez, reduz a dificuldade geral de combate. Se você não quiser ajuda em apontar, defina esta opção como Off. Ligações das chaves: os comandos individuais e as teclas e os botões aos quais estão vinculados podem ser encontrados nesta seção e podem ser remapeados se desejado. Selecione a opção Redefinir ligações de chaves se quiser redefinir todas as ligações de comando de volta ao padrão em qualquer momento. Controlador As configurações nesta seção se aplicam somente se você estiver usando um controlador de jogo em oposição ao teclado e ao mouse. Inverter Gamepad Look, Turn, Move, Strafe: estas quatro configurações determinam se o recurso do controlador relevante está invertido (Ligado) ou não (Desligado). Quando um recurso é invertido, ele se moverá na direção oposta ao que normalmente faria. Sensibilidade X, Y: esses controles deslizantes controlam a sensibilidade do eixo X (direita) e do eixo Y (atualizado) do controlador. Quanto maior a sensibilidade, mais responsivo será o eixo do controlador no movimento. Consulte a Configuração de sensibilidade do mouse anteriormente neste guia para outras Borderlands 2 e Borderlands: as configurações de pré-sequela que podem afetar a capacidade de resposta de entrada geral. Assistência de objetivo: se configurado em Ligado, sua arma será automaticamente bloqueada de forma suave para os alvos, assim que você aproximar sua mira. Isso torna o objetivo mais fácil, mas pode ser necessário para compensar a maior dificuldade em apontar precisamente com um controlador em oposição ao mouse. Se você não quiser ajuda para apontar com seu controlador, defina esta opção como Desativada. Vibração por disparo: se configurado em Ligado, seu controlador vibrará (se suportado) sempre que você disparar sua arma. Se estiver definido como Desligado, a vibração do controlador está desabilitada. Na próxima página, começamos a olhar para as várias configurações relacionadas aos gráficos em Borderlands 2 e Borderlands: The Pre-Sequel. Configurações de gráficos Borderlands 2 e Borderlands: The Pre-Sequel tem uma grande quantidade de configurações relacionadas a gráficos, e isso pode ter um impacto substancial na forma como o jogo se parece e com a forma como ele joga no seu sistema. Para acessar todas as configurações de gráficos disponíveis, inicie o Borderlands 2 ou Borderlands: The Pre-Sequel, selecione Opções no menu principal e escolha o item de Vídeo. Na seção a seguir, examine cada uma dessas configurações gráficas em detalhes e veja exatamente como elas afetam o desempenho e a qualidade da imagem. Nos gráficos de desempenho mostrados, para cada configuração, começamos com uma linha de base onde todas as opções são definidas ao máximo possível, incluindo PhysX at Ultra, FXAA On e 16x AF, juntamente com VSync Off e Framerate configurado para Unlimited. A partir desta linha de base, variamos as configurações individuais para medir seu efeito no desempenho e na qualidade da imagem. Configuração completa do sistema GeForce GTX 770 Intel Core i7-4770K 8 GB de RAM Win8.1 Resolução NVIDIA 344.11 de drivers de WHQL de 64 bits, FOV VSync Esta seção começa nossa visão das configurações gráficas em Borderlands 2 e Borderlands: The Pre-Sequel. Para acessar a gama completa de configurações de gráficos, você precisará rolar para baixo na tela usando a seta na parte inferior da página de opções de Vídeo ou usando a roda do mouse. A maioria dessas configurações afetará a qualidade e o desempenho da imagem, a menos que seja indicado de outra forma. Brilho: este controle deslizante controla o brilho geral da imagem do jogo. O nível correto variará dependendo do nível de brilho e do seu ambiente de visualização. Ajuste o brilho de modo que não seja suficientemente alto para que a tela pareça ser lavada ou com aspecto leitoso, e não suficientemente baixa para perder todos os detalhes em áreas mais escuras. Esta configuração não tem impacto no desempenho. HUD H. Bounds, HUD V. Bounds: Estas configurações determinam os limites do seu monitor Heads Up (HUD), que é os vários elementos informativos mostrados ao redor da tela, incluindo o escudo e as barras de saúde na parte inferior esquerda do indicador de nível no No centro inferior, os balcões de granadas e munições na parte inferior direita e o minimapa e os objetivos exibidos no canto superior direito. O controle deslizante HUD H. Bounds controla o limite horizontal (lado esquerdo e direito), o controle deslizante HUD V. Bounds controla o limite vertical (superior e inferior). Movendo o controle deslizante relevante para a esquerda força os elementos HUD mais próximos do meio da tela, movendo o controle deslizante para a direita, empurra-os mais perto das bordas da tela. Esta configuração não tem impacto no desempenho. Escala HUD: Esta configuração permite que você altere o tamanho de todos os elementos HUD, mostrados como uma porcentagem do tamanho original. O controle deslizante começa na extrema direita (100), e movê-lo para a esquerda reduz progressivamente o tamanho de todos os elementos HUD de forma igual. Esta configuração não tem impacto no desempenho. UI Sway: Se configurado para On, esta opção permite que determinados menus do jogo, como as telas do Inventário, varrem constantemente para a esquerda e a direita, quando mostrado. Se você não deseja que os menus do jogo se balanceiem, selecione Desligar aqui para mantê-los estáticos. Campo de visão: esta configuração determina o seu campo de visão (FOV), que é o quanto do mundo do jogo que você pode ver imediatamente na tela. O padrão é de 90 graus, e o levantamento da FOV tornará mais visível o mundo do jogo ao mesmo tempo, efetivamente diminuindo sua visão, ao diminuí-lo, o inverso. A faixa FOV possível no controle deslizante aqui é entre 70 e 110 graus, no entanto, você pode ajustar o FOV além disso, conforme coberto pelas Comandos da consola na seção Advanced Tweaking. A mudança do FOV pode afetar o desempenho. Resolução: determina a resolução da imagem do jogo, medida pelo número de pixels horizontal e verticalmente (por exemplo, 1920 pixels x 1080 pixels). O número de resoluções disponíveis aqui é limitado pelos recursos de sua placa gráfica e monitor. Quanto maior a resolução que você escolher, mais detalhada será a imagem. No entanto, as resoluções mais elevadas também geram uma carga aumentada em seu sistema, particularmente sua placa gráfica e, portanto, reduz seu desempenho geral. Para obter a imagem mais nítida em um monitor LCD, selecione a resolução máxima disponível aqui, que também é referida como sua Resolução nativa, ou se estiver escolhendo uma resolução abaixo do seu máximo, use a opção Window Mode com janela conforme descrito abaixo ou selecione A opção Sem escala na seção Ajustar tamanho e posição da área de trabalho do Painel de Controle NVIDIA. Para definir uma resolução personalizada, veja a seção Advanced Tweaking. Uma indicação do impacto no desempenho da alteração dessa configuração é mostrada abaixo: o gráfico mostra que as resoluções progressivamente mais elevadas reduzirão significativamente o seu framerate. Se tudo mais não conseguir melhorar o desempenho, ou se você quiser simplesmente manter outros papéis de olho habilitados e ainda manter framerates jogáveis, então abaixe sua Resolução. Modo Janela: Por padrão, o jogo é executado no modo de tela cheia, que ocupa toda a tela, e geralmente é recomendado para uma melhor qualidade de imagem e gerenciamento de memória. Se você quiser executar o jogo em uma janela na sua área de trabalho, então, você pode selecionar Windowed, ou Full-Screen-Windowed aqui. Se você selecionar Windowed, o tamanho da janela do jogo que aparece na sua área de trabalho dependerá da configuração de Resolução. Se você selecionar Fullscreen-Windowed, uma janela sem margem que ocupe toda a tela será usada. A diferença fundamental é que o modo Fullscreen-Windowed impede que qualquer área de trabalho seja exibida em segundo plano. Running Borderlands 2 e Borderlands: Recomenda-se o pré-sequela no modo Windowed se você quiser reduzir a resolução dos jogos para melhorar o desempenho, mas ainda mantém uma imagem nítida sem barras pretas em um monitor LCD. VSync: Quando o VSync (Sincronização Vertical) está definido como Ligado, a sua GPU ficará sincronizada com seus recursos de atualização de taxa de atualização, o que significa que seu framerate máximo normalmente será limitado a cerca de 60 FPS. Quando o VSync está Desligado, não existe uma tampa FPS (dependendo também da configuração Framerate abaixo), no entanto, você pode experimentar um fenômeno conhecido como rasgando, pelo que algumas partes da imagem do jogo às vezes parecem estar fora do alinhamento (rasgado) na tela. Isso não prejudica seu sistema, mas pode ser irritante. Felizmente, você tem várias opções quando se trata da VSync: habilite o VSync por si só para remover todo o rasgo, mas além de limitar o seu FPS, ele também pode reduzir seu desempenho global em até 50 ou mais devido a uma limitação de tempo de GPU e pode introduzir Atraso notável do mouse. Habilite o VSync, mas também habilite o buffer triplo junto com ele, o que fornece os benefícios anti-rasgando do VSync, mas sem a perda de desempenho. Habilite o VSync adaptativo. Disponível para os proprietários da NVIDIA usando os drivers de gráficos mais recentes selecionando a opção Adaptive sob a configuração de Sincronização Vertical no Painel de Controle NVIDIA. Este método desabilita automaticamente o VSync sempre que seu framerate cai abaixo de sua taxa de atualização, evitando a perda de desempenho geralmente associada ao VSync e também suavizando os framerates e minimizando o rasgamento. No entanto, o atraso do mouse pode ainda ocorrer. Desative o VSync, que é o método mais simples para fornecer o máximo desempenho, removendo a tampa FPS e removendo o atraso do mouse. No entanto, o rasgo será visível às vezes, e você pode obter grandes flutuações FPS que podem resultar em gagueira. Em Borderlands 2 e Borderlands: The Pre-Sequel, estas flutuações FPS podem ser superadas usando a configuração Framerate como coberto abaixo. Recomenda-se que, em primeira instância, você experimente o VSync Adaptive. Se você tiver algum problema ou tiver o atraso do mouse, ou se o Adaptive VSync não estiver disponível para você, a próxima coisa que você pode tentar é desativar o VSync e, em vez disso, use uma das opções na configuração Framerate para captar o FPS e, assim, reduzir a incidência De rupturas e grandes flutuações FPS, sem qualquer atraso no mouse ou queda no desempenho. Super Resolution dinâmico (DSR) Nossa nova arquitetura Maxwell introduz uma série de tecnologias inovadoras e excitantes que tornam seus jogos melhores de maneiras dramáticas. Destes novos recursos, Dynamic Super Resolution (DSR) terá o maior impacto, aumentando qualquer jogo que suporte resoluções acima de 1920x1080. O que o DSR faz Simplificando, ele faz um jogo em uma resolução maior e mais detalhada e reduz de forma inteligente o resultado de volta à resolução do seu monitor, dando-lhe gráficos de qualidade 4K, 3840x2160 em qualquer tela. Os entusiastas com monitores compatíveis e know-how técnico referem-se a este processo como Downsampling ou Super Sampling. O DSR melhora drasticamente este processo existente, aplicando um filtro de downsampling de alta qualidade projetado especificamente para a tarefa, sendo construído diretamente nas Experiências GeForce, com um clique, Configurações Playáveis Ótimas, trabalhando em todos os monitores em todas as taxas de atualização e removendo a necessidade Para conhecimentos técnicos. Borderlands: o DSR pré-sequela será totalmente suportado na GeForce Experience no lançamento de jogos e para você sem uma GPU da Maxwell, não tenha medo: o suporte a DSR para GPUs de geração anterior está em andamento. Com DSR habilitado, os benefícios são facilmente vistos em qualquer jogo: objetos e superfícies apresentam maior detalhe, menos alias é visível em toda a tela, há menos elementos de jogo cintilantes e menos artefatos como demonstrado no vídeo acima. Em capturas de tela estáticas As superfícies de liso plano da Pre-Sequels e os locais escassamente decorados não mostrarão tantos benefícios DSR óbvios como o planeta exuberante e variado de Borderlands 2, mas, no entanto, se você sabe onde procurar, as melhorias de DSR podem ser prontamente encontradas. Faça a comparação interativa abaixo, por exemplo, mostrando um buggy lunar. Com o DSR ativado, é imediatamente aparente que o nível de detalhes é consideravelmente maior, com texturas mais nítidas e mais componentes de buggy claramente visíveis. Além disso, a resolução aumentada combate os jogos importantes, se dominantes em preto, que se fundem em 1920x1080, escondendo detalhes na antena parabólica e na antena de buggys. Em primeiro plano, as texturas são mais nítidas e melhor definidas, sombras e sombreamento são mais precisos, e tudo é mais claro. No fundo, os contornos negros dominantes são diluídos, o sombreamento é melhorado e a malha na parte superior direita da imagem é muito mais detalhada. Na nossa segunda comparação interativa. As capacidades de anti-aliasing DSRs são imediatamente vistas, com quase todos os alias eliminados. Mais uma vez, vemos os detalhes recuperados dos esboços negros dominantes, bem como detalhes mais nítidos e melhoramentos em todo o mundo. De maior interesse é o sombreamento e sombreamento muito melhorado nas rochas e ao redor do foguete, representado como resultado dos maiores pontos de amostra fornecidos pela maior resolução. Se desejar, saiba mais sobre os pontos de amostra aqui. Resizing images for comparisons shows a great many of DSRs benefits, though it doesnt show its true quality. For that, download the 1920x1080 and 3840x2160 screenshots and flick between enlarged portions using an application like Windows Photo Viewer. Alternatively, check out our interactive comparison if you simply want to compare fullscreen to fullscreen without any enlargement. Note the sharper, more detailed textures, reduced aliasing, and increased detail throughout the scene. Enabling DSR couldnt be easier: simply click Optimize in Borderlands 2 and Borderlands: The Pre-Sequel in GeForce Experience 2.1.3 when GeForce Driver 344.11 WHQL or newer is installed. Then, load the game and enjoy higher-resolution graphics with all of the improvements outlined above. For additional in-game resolution options, open the NVIDIA Control Panel, select Manage 3D settings, click the Global Settings tab, find the DSR - Factors field, tick all the boxes, click OK, and finally click Apply on the bottom right of the window. In-game, youll find seven new resolution options. As DSR is rendering a higher-resolution image, albeit with the addition of a high-quality filter, the performance cost of DSR on Maxwell Architecture GPUs is near-identical to plugging in a higher-resolution display and increasing the resolution the old-fashioned way. And given the speed at which Borderlands 2 and Borderlands: The Pre-Sequel run at 1920x1080, DSR will enable you to make full use of your spare performance. Framerate Anisotropic Filtering Framerate: This option controls your maximum framerate (frames per second, or FPS) in Borderlands 2 and Borderlands: The Pre-Sequel. Note that if VSync is enabled, it will automatically implement a framerate cap equivalent to your monitors maximum refresh rate (typically 60 or 120 FPS). Therefore to make optimal use of this setting, it is recommended that you first disable any form of VSync. There are several settings available, depending on your needs: Unlimited - This setting removes any cap on your maximum FPS, as long as VSync is also disabled. When selected, Borderlands 2 and Borderlands: The Pre-Sequel will allow your GPU to produce as many FPS as possible. This provides maximum performance, but there may be stuttering during framerate spikes, and also a variable feeling of responsiveness in different areas of the game. Smoothed 22-62 FPS - This setting lets Borderlands 2 and Borderlands: The Pre-Sequel attempt to smooth out your framerate and try to maintain it in a range of between 22 and 62 FPS. This is a reasonable compromise for people who want a more consistent feeling of responsiveness, but with minimal tearing and stuttering from FPS spikes. Capped 30, 50, 60, 72, 120 FPS - This setting puts a framerate cap on the game, limiting your maximum FPS to the figure shown. For example, if you select Capped 30 FPS, then your framerate cannot exceed 30 FPS at any time. This does not mean that the game will attempt to adjust settings to give you an average of 30 FPS, it means that any time your system tries to go above 30 FPS, it will be restricted in doing so. There are several benefits to implementing an appropriate framerate cap, chief among them being a smoother framerate, and a more consistent feeling of input responsiveness. It can also reduce tearing when VSync is disabled, and even prevent your GPU from overheating. For most people it is recommended that you disable VSync and try experimenting with a framerate cap of 50 or 60 to get a good balance between performance, responsiveness and lack of tearing. Anisotropic Filtering: Anisotropic Filtering (AF) is a texture filtering technique designed to improve the clarity of textures that are displayed at an angle to the screen, such as those covering the ground when looking down a pathway. The available options here are Off, then sample rates starting at 2x, then 4x, 8x, and the maximum possible, which is 16x. The higher the sample rate used, the crisper and more distinct surfaces will look as they recede into the distance. The screenshots above show that when AF is Off, surfaces appear blurry into the distance, especially the rocky ground. Setting AF to 2x improves surface clarity, and at 4x and 8x, there are further improvements, again most noticeable in the detailing of the rocky ground. The difference between 8x and 16x is very subtle, and hard to see in these screenshots, but within the game it adds slightly more detail in the distance. To ensure the highest level of texture filtering, NVIDIA users should also open the NVIDIA Control Panel, and under the Program Settings tab select Borderlands 2 or Borderlands: The Pre-Sequel in the first drop-down box. If it isnt shown there, untick the Show only programs found on this computer check box and try again. Then scroll down and click the Texture Filtering - Quality box, and select High Quality mode. Click the Apply button at the bottom. Note that using the AF provided by Borderlands 2 and Borderlands: The Pre-Sequel results in equivalent quality to implementing AF forced by the NVIDIA Control Panel. An indication of the performance impact of changing this setting is shown below: The performance impact of Anisotropic Filtering on most modern graphics cards is minimal, and in Borderlands 2 and Borderlands: The Pre-Sequel it appears to be almost negligible according to the graph above. As such, most people should be able to use at least 8x Anisotropic Filtering without any problems for a significant boost in surface detailing, and 16x AF is recommended for medium to high-end GPUs. Bullet Decals Foliage Distance Bullet Decals: This setting controls the presence and frequency of marks left by weapons on the environment, such as bullet holes. The available options are Off, Normal and High. At Off, no bullet holes or scorch marks will be shown, which may improve performance during combat, but reduces realism. However this does not affect any PhysX effects caused by weapon impacts, such as debris or sparks. At Normal, various decals will be shown, while setting this option to High allows a greater number of decals at any one time. In practice the difference between Normal and High is not major, as even at Normal a large number of decals can still be displayed. In the screenshots above, when Bullet Decals is set to High, you can see the dark bullet holes caused by gunfire on the ground towards the bottom of the screen, and a large scorch mark from a grenade explosion in the center of the screen. With Bullet Decals switched off, these marks will not appear, which reduces realism. Notice that a few small persistent PhysX-based pebbles caused by the gunfire and explosion are still present, even when Bullet Decals is Off. An indication of the performance impact of changing this setting is shown below: The graph shows the virtually insignificant impact that this setting has on framerate, at least on a modern GPU like our GTX 770. On most systems the impact should also be negligible, and when combined with the reduction in realism which comes from disabling Bullet Decals, it makes it difficult to recommend disabling this setting. Set it to Normal if you want a balance between performance and image quality. Foliage Distance: This setting determines the distance at which foliage, such as trees, bushes and grass, can be seen. The available options are Near or Far. Selecting Near means that you must be relatively close to foliage before it appears, while Far extends the distance at which such foliage is visible. In the screenshots above, you can see that the extra tufts of grass around the middle of the screen only appear when the Far setting is used. However in the far distance, detailed grass is still not shown at the Far setting, so there is a limit as to how far the foliage will be displayed. An important story the screenshots cant tell is that during actual gameplay, using the Near setting means that you will get much more noticeable foliage pop-in, which can annoy some people. To completely disable dynamically generated foliage, or to adjust this setting beyond just the Near or Far presets, see the Advanced Tweaking section. An indication of the performance impact of changing this setting is shown below: The graph shows that Foliage Distance has a relatively minor impact on performance, likely due to the fact that foliage is not particularly common on Pandora, or the Moon environment of Borderlands: The Pre-Sequel. In general, many areas in Borderlands 2 and Borderlands: The Pre-Sequel are relatively devoid of foliage, being barren frozen or desert environments with sparse patches of grass at most. However if you notice slowdowns in areas with more foliage, reduce this setting to Near to maintain playable framerates. Texture Quality, Texture Fade, Game Detail AO Texture Quality: Textures cover the surface of every object in the game world. The available options for controlling texture quality in Borderlands 2 and Borderlands: The Pre-Sequel are Low, Medium and High. The higher the setting, the clearer and more defined surfaces will look. Keep in mind that Borderlands 2 and Borderlands: The Pre-Sequel use a special cel-shading technique to produce its comic-book style graphics. This means that the graphics are not meant to look photorealistic in their clarity, no matter what the level of this setting. The screenshots above show the transition in a scene as this setting is raised from Low, to Medium and then to its maximum of High. While some elements of the scene are still relatively clear at Low, such as the dark cracks on the ground and the gun in the characters hand, the remainder of the scene is quite blurry and indistinct. Switching to Medium improves the detailing on most surfaces, but there is still some blockiness on surface textures, such on the blotchy markings on the ground. At High, the surfaces are much clearer and cleaner. An interesting by-product of raising Texture Quality is that this indoor scene appears to become much brighter due to improved surface lighting. Note that Borderlands 2 and Borderlands: The Pre-Sequels game engines use a special texture streaming method to steadily load textures when required. This can result in momentarily blurry textures as theyre being streamed in. To greatly reduce this streaming effect, disable the Texture Fade setting (see below), and see the Advanced Tweaking section. An indication of the performance impact of changing this setting is shown below: The graph shows that as in most other games, altering Texture Quality does not necessarily improve FPS by much. The primary impact of changing Texture Quality is on how much Video Memory (VRAM) is consumed, and in turn how much stuttering and texture streaming you will notice while playing Borderlands 2 and Borderlands: The Pre-Sequel. If you have a GPU with a lower amount of VRAM or a slower system in general, then lowering Texture Quality can improve the smoothness of gameplay. Texture Fade: When set to Off, it can help avoid the appearance of low resolution textures streaming in. In our testing, there was no performance impact on a modern system, so we recommend enabling it. To further improve texture streaming see the Advanced Tweaking section. Game Detail: The available options for this setting are Low, Medium and High. It is designed to control the level of detail of gameplay, and will help improve performance in combat scenarios. In our testing, Game Detail appeared to have no image quality or performance impact in a variety of scenes, hence the lack of a performance graph. In practice, since this setting is tied to a variable called PopulationAdjustment in the WillowEngine. ini file, it may reduce enemy numbers or complexity when lowered. Note that another method for adjusting minor visual details in the game is provided in the Advanced Tweaking section. Ambient Occlusion: A technique used to create more realistic shadowing from ambient lighting, Ambient Occlusion (AO) is described in more detail in this guide. When Ambient Occlusion is set to On in Borderlands 2 and Borderlands: The Pre-Sequel, there will be slightly richer shadowing in various scenes at the cost of performance. It is not a dramatic effect - at times the effect will be extremely difficult to notice, at other times it is more apparent. In the screenshots above, when Ambient Occlusion is enabled, the scene has richer shadowing. This is most obvious in the darker shadows which appear beneath the tufts of grass to the left of the scene, around various objects in the trash pile, and under the vehicle at the right. Its a very subtle effect in the game, but can add to depth and realism. An indication of the performance impact of changing this setting is shown below: The graph shows that Ambient Occlusion has a noticeable impact on frame rates, reducing them by about 10-15 frames per second at higher resolutions. Given it is a very subtle effect in Borderlands 2 and Borderlands: The Pre-Sequel, you may wish to disable it to provide an FPS boost with minimal loss of image quality. DoF View Distance Depth of Field: Depth of Field (DoF) in gaming is an effect which makes objects in the foreground appear sharper and more distinct, and those in the background blurred and hazy. It is used to add a heightened sense of depth to a scene. The most obvious use of DoF in Borderlands 2 and Borderlands: The Pre-Sequel comes when aiming down the iron sights of (non-scoped) weapons, but it is also used to slightly blur distant scenery in the game world. Setting Depth of Field to Off will make the scene clearer and also improves performance, at the cost of what some might consider a more atmospheric and cinematic look. The screenshots above demonstrate the use of Depth of Field when aiming down the sights of a pistol. With DoF set to Off, the scene is sharp throughout with DoF set to On, you can see blurring being implemented around the top and sides of the scene. This brings the middle of the scene into greater focus, which can be helpful if you want to concentrate on the enemy youre aiming at, but some may not like the way it looks. As for the visual impact of Depth of Field on the general game world, to see a very clear example of the difference, launch Borderlands 2 and Borderlands: The Pre-Sequel and go to the main menu. As the background scene in the main menu pans around your character, you will see that the distant view of Pandora and The Moon is very blurry when DoF is On, but becomes clearer when you set to Off. An indication of the performance impact of changing this setting is shown below: The graph shows that enabling Depth of Field can have a noticeable but not substantial impact on performance. This is because in most scenes, it is just a subtle effect thats barely noticeable in the background. The most obvious use of it is when aiming down a weapons iron sights. In such cases, you may notice the performance drop when aiming during combat, and might want to disable DoF to gain a few FPS. In practice though, adjusting this setting is as much a matter of taste as it is performance. View Distance: This setting controls the maximum range at which various objects in the game world are visible. The available settings are Low, Medium, High and Ultra High. The lower this setting, the fewer objects you can see in the distance, such as buildings, rocky outcrops, enemies and terrain decoration. Regardless of the level of this setting, basic terrain such as land and water surfaces will always be visible up to the horizon. In other words, lowering this setting will not implement any sort of obscuring fog. In the screenshots above, the difference when going from Low to Medium is extremely large. At Medium, a variety of very important and not-so-important objects suddenly spring into view from the middle distance onwards. This includes the enemy camp at the far right of the scene, large rocky hills and outcrops, and even a missing portion of the ladder on the derrick in the middle of the screen reappears. In short, the scene is greatly altered simply by going to Medium. From Medium to High, additional small details are added throughout the scene, ranging from the barrels in the camp nearby, to a cliff face on the top left, and further detailing on the enemy camp at the top right. From High to Ultra High, yet more minor details are added, such as additional rocks and boulders, and again, more details on the large enemy camp in the distance. Given the extremely large difference in world detail between Low and Medium, it is recommended that you try to keep View Distance at Medium or above to start with. This will have a substantial impact on gameplay, allowing you spot distant structures and terrain details in the distance which you would otherwise miss at Low. The gameplay advantages should outweigh the performance drop. An indication of the performance impact of changing this setting is shown below: The graph shows that at medium resolutions, the big jump in visible detail which going from Low to Medium brings is mirrored in a large drop in FPS, and subsequently there is a smaller decline in FPS when going from Medium to High, then another big drop from High to Ultra High. As recommended earlier, you should try to keep View Distance at Medium or above, if only for gameplay reasons. But given the large drop in performance at Ultra High versus the relatively minor detailing it adds, for most people it is best to simply use Medium or High. FXAA Anti-Aliasing FXAA: Antialiasing is a term applied to any method which is used to help smooth out jagged lines and reduce the distracting shimmering and crawling of those lines when in motion. There are many forms of anti-aliasing, but in Borderlands 2 and Borderlands: The Pre-Sequel only one is available in-game: FXAA . Borderland 2s cel-shaded rendering style already minimizes the visual impact of aliasing to a fair extent, so enabling FXAA almost completely removes the annoyance of jagged edges. FXAA is a very efficient technique, hence the performance impact is minimal. The main issue of concern is that it introduces some blurriness to the scene. If youre interested in trying other methods of Antialiasing in Borderlands 2 and Borderlands: The Pre-Sequel, see the Advanced Tweaking section. In the screenshots above, look at the outlines of the signs, particularly in the area between the two signs. Also examine the cactus at the far right. You can see that without FXAA, the edges of the signs show clear stair-stepping, and the spines on the cactus also look quite jagged. With FXAA enabled, all the jagged edges throughout the scene are effectively cleaned up, blending quite nicely into the comic-book style graphics. The effect of the blurriness which FXAA adds can be seen most clearly on the spines of the cactus at the far right. Its not excessive, but it may still be annoying to some people. An indication of the performance impact of changing this setting is shown below: The performance impact of FXAA is extremely minor compared to the effective job it does in smoothing out jagged edges in Borderlands 2 and Borderlands: The Pre-Sequel. The only reason not to enable FXAA is if you are truly struggling for performance, or if you simply dont like the mild burring it brings. If blurring is the issue, see the Advanced Tweaking section for alternative anti-aliasing techniques. GPU PhysX Effects PhysX Effects: If youre unfamiliar with PhysX. its a physics middleware package integrated into Unreal Engine 3 and Unreal Engine 4, and used industry-wide to add high-quality physics simulations to games. Multi-platform developers more often than not opt for software PhysX effects powered by a systems CPU. These provide a basic level of physical interaction, allowing characters to tumble down stairs and objects to fall from tables. Examine the effects in any great detail, however, and you would see that they are far from accurate. For true realism, and more involved, complex, visually arresting interactions, developers like Gearbox opt for hardware-accelerated PhysX effects, powered by NVIDIAs GeForce GTX graphics cards. Thanks to the GPUs parallel processing power, effects and interactions can be rendered with a great deal of precision in record time. On a CPU, the same calculations would take significantly longer, dropping the frame rate into single digits. Each of these effects is generated by manipulating tens of thousands of particles that persist in a realistic manner using physics calculations, ensuring they dont clip through terrain, and that they can be affected by other forces, such as explosions. This realism is key to PhysXs believability if an effect clips through a wall youre brought out of the action and reminded that its an illusion. This realism also gives hardware PhysX an advantage over software solutions, which use approximated effects, meaning they lack the realistic properties of PhysXs particles. In other words, software smoke clips through walls hardware-accelerated PhysX smoke hits the wall and realistically floats up towards the sky. In Borderlands 2 and Borderlands: The Pre-Sequel, Gearbox has leveraged PhysXs hardware-accelerated particles and effects for four significant enhancements that are seen throughout the game. The first of these is the debris system, which kicks up chunks of terrain when the ground is shot, emits chunks of metal from destroyed and damaged robots, lets loose hundreds of bullet casings from certain guns, spawns goo and gunk from enemies and objects, and is used in dozens of other examples. With CPU physics, the emitted debris would shoot across the screen before fading out of existence, or in some cases, sitting motionless on the ground, unaffected by the action occurring around it. In Borderlands 2 and Borderlands: The Pre-Sequel, hardware-accelerated PhysX effects enable this debris to be kicked about by further weapons fire, or from characters running through it. Pieces will land on inclines and roll towards a level surface as in real life, and should another piece be in the way the two will collide, further changing their final position. Bring enough pieces together and theyll pile up, and with the highest level of PhysX enabled these pieces will persist until removed to make room for yet more mayhem. At its most basic level it doesnt sound too thrilling, but in the heat of combat debris, robotic scrap, pieces of metal, and more, will whizz across the screen, helping create a sense of excitement of being in a real battle with ludicrously overpowered weapons that fire three rockets simultaneously and are capable of tearing Bandits limb from limb. Adding to the spectacle is the use of our latest debris system, in which debris is self-shadowed, dynamically shadowed, and capable of casting its own shadows on terrain and other objects, increasing the image quality of the scene and the debris itself in a meaningful, realistic manner. Furthermore, debris receives the same black outline shading as the games other elements, helping enhance the realism of the additions within the context of Borderlands 2 and Borderlands: The Pre-Sequel. Like debris, realistic, physics-led water cannot be rendered using software physics solutions. Several games feature fantastic water that looks real, but it can never be manipulated by the player beyond a ripple or a splash, or used in a dynamic non-scripted fashion. In Borderlands 2 and Borderlands: The Pre-Sequel, Gearbox has integrated PhysXs Smoothed-Particle Hydrodynamics (SPH) fluid system, which generates interactive liquids that have customized levels of viscosity, friction, density, and stiffness. Together, these advances allow the SPH system to generate half a dozen fluids in-game that are applied to dozens of effects. Youll find water leaking from pipes, barrels filled with toxic sludge that persists and damages players and enemies alike, Napalm-drenched creatures, and more. But what makes the system especially great in Borderlands 2 and Borderlands: The Pre-Sequel is how Gearbox leverages it to enhance the action, opening up new options in combat. Take the Badass Slagged Skag, for example, which spits Slag at players. In the zany world of Borderlands, this Slag coats a living being and makes it more susceptible to regular attacks. So when that Slagged Skag is spitting with PhysX enabled, dodge out of the way and draw its mindless minions through the persistent puddle, greatly increasing your chances of survival in the mean wastelands of Pandora. The shotguns blast displaces the Slag and the water the Slag is floating upon, and kicks up hundreds of pieces of debris, in addition to emitting numerous fiery particles. A much more subtle addition to Borderlands 2 is the cloth system. Adding pieces of dynamic cloth to the world, in the form of flags, banners and tarps, the cloth system follows the same physics-led rules as the others in Borderlands 2, resulting in realistic additions that would be impossible to render using a CPU given their aforementioned limitations. Furthermore, beyond fluttering and general movement, these cloth pieces can be torn and destroyed by weapons fire, creating the sense of an aftermath to combat, with pieces of cloth strewn around the environment, and the once-attractive displays destroyed. Powering the many interactions between particles, players, weapons, cloth, and enemies, are Force Fields, which tell the PhysX effects how to interact with one another and the games 87 bazillion guns. For example, if an enemy stomps in a pool of Slag, a force field calculates the force of that stomp and tells the Slag to spread out in a specific manner, briefly leaving a void where the enemys foot fell. Each of the PhysX particles has physics-led properties to ensure realistic interaction with their surroundings by default, but with the addition of Force Fields much more realistic and unique interactions can be shown, allowing a giant enemy to interact with the Slag in a radically different, stylized way, highlighting its size, weight, power, and unique abilities. As youre no doubt aware, Borderlands 2 and Borderlands: The Pre-Sequel are as far as from reality as one can get, unshackling Gearboxs creativity. This creative freedom led to the development of weapons, abilities, grenades, and enemies capable of generating vortexes that draw in everyone and everything. With PhysX enabled, it was discovered that the existing Force Field technology could be adapted and enhanced to create a new effect, which draws in PhysX debris, fluid and cloth, in addition to characters, enemies, and items. Once acquired, the vortex throws them about, both vertically and horizontally, before finally exploding, launching the manipulated particles, objects and characters across the scene. It is, by far, our favorite effect, and is shown along with every other PhysX effect in our trailer, embedded below. Together, the PhysX effects improve the fidelity and action of the game by such a degree that you lament their absence in every other title take a look at the interactive comparison below and youll see just how much PhysX adds to the already great Borderlands 2 experience. PhysX-accelerated particles and debris shower the screen when PhysX is enabled in-game (click to load an interactive comparison, highlighting PhysX Low vs. PhysX High). In Borderlands: The Pre-Sequel, Gearbox has leveraged engine and driver optimizations, as well as the availability of new high-performance graphics cards to implement an Ultra Detail PhysX mode: Compared to High, Ultra increases fluid effect particle density and quality by up to 4x per effect, with up to 56,000 particles visible at any one time, compared to Highs 20,000. Because of this significantly increased particle count, Ultra PhysX is recommended only for high-end GPUs such as the GeForce GTX 770, GTX 780, GTX 780 Ti, GTX 970, GTX 980, GTX TITAN, GTX TITAN Black, GTX TITAN Z, and SLI configs of similar or better speed. In addition to the introduction of the Ultra detail mode, the quality of fluid rendering has been improved in general in The Pre-Sequel, as have other aspects of the technology, giving Pre-Sequel gamers superior fluid fidelity at any detail level. PhysX Detail Levels The available options for the PhysX Effects setting in Borderlands 2 are Low, Medium and High. The key differences are as follows: No GPU PhysX effects shown GPU PhysX Performance GPU accelerated PhysX effects add greatly to the sense of excitement and immersion in Borderlands 2 and Borderlands: The Pre-Sequel, and because they are rendering tens of thousands of realistically-interacting particles, the performance impact is sizeable in comparison to other settings in the two games. No other setting comes close to having the same impact on image quality, however, and for this reason it is recommended that you enable at least Medium PhysX on any system containing a GeForce GTX 600 Series or newer GPU. The bottom line is that the use of PhysX is not just a gimmick in Borderlands 2 and Borderlands: The Pre-Sequel. It has been designed from the ground up to dramatically enhance the atmosphere of the game, enabling suitably equipped gamers to match the explosive gameplay of Borderlands 2 and Borderlands: The Pre-Sequel with equally explosive effects that take full advantage of the power of their PCs. Advanced Tweaking Borderlands 2 and Borderlands: The Pre-Sequel use a heavily modified Unreal Engine 3. If youre not sure what that means, just consider it good news for tweakers. This is because in addition to the numerous in-game options, advanced users also have the ability to directly alter game engine parameters in several ways, making further changes to graphics and gameplay. But before we get onto altering game engine variables, lets first look at additional ways of improving the appearance of jagged outlines in the game via anti-aliasing. Improved Antialiasing Borderlands 2 and Borderlands: The Pre-Sequel have a quick and easy FXAA in-game setting, as described in the Graphics Settings section. For the most part this is a relatively effective way of reducing jagged outlines with minimal performance impact, and its only real drawback is a mild blurring effect. For those who dont like this blurring, or want to attempt to smooth out jagged lines more thoroughly, consider the methods below. SMAA . One method of AA available to everyone is Subpixel Morphological Anti-Aliasing (SMAA). This can be applied using the free injectSMAA and SweetFX utilities. SMAA allows for similar results to FXAA in terms of smoothing outlines and performance, but without the blurring. To implement SMAA in Borderlands 2, download the latest version of the utility from the link above and follow these instructions: Extract the files from the downloaded archive - in particular, were only after the contents of the d3d9 folder of injectSMAA. Move these files into the base directory of Borderlands 2 or Borderlands: The Pre-Sequel. Typically this is C:Program Files (x86)SteamsteamappscommonBorderlands 2BinariesWin32 . Basically its the same directory in which the Borderlands2.exe file resides. Note: Borderlands: The Pre-Sequel uses identical folder structure, albeit in BorderlandsPreSequel Launch the game as normal and SMAA will automatically be in effect. It is recommended that you disable the in-game FXAA option to prevent blurring and conflicts. To toggle SMAA offon at any time, use the PAUSE key. To remove SMAA completely, delete the files you moved into the base directory of Borderlands 2 and Borderlands: The Pre-Sequel in Step 2. Typically these are d3d9.dll . SMAA. fx . SMAA. h and injector. ini . SSAA: Super-Sample Anti-Aliasing (SSAA) is a relatively performance intensive form of anti-aliasing, but a handy method nonetheless, because it works in almost all games regardless of their rendering method. For NVIDIA users, the best method of implementing various types of SSAA is to use the free NVIDIA Inspector utility. Follow the steps below: Download and install NVIDIA Inspector. Importantly, make absolutely certain that you have also updated your graphics drivers to the latest version, as NVIDIA Inspector requires the Borderlands 2 and Borderlands: The Pre-Sequel profiles from the latest drivers. Launch NVIDIA Inspector and click the small Driver Profile Settings button (the crossed wrench and screwdriver icon) next to the Driver Version box. In the window which opens, click the Profiles drop-down box and select Borderlands 2 or Borderlands: The Pre-Sequel. If the profile isnt there, see Step 1. For the Antialiasing Compatibility setting, click in the SettingValue box and enter 0x000000C1. For Antialiasing - Behavior Flags, select None. For Antialiasing - Mode, select Override any application setting. For Antialiasing - Setting, in this example we will use 4x 4x Multisampling. This wont implement Multisampling, but it is a requirement for making the setting in the next step work properly. For Antialiasing - Transparency Supersampling, select an option. In our example, we will use 4x Sparse Grid Supersampling (4x SGSSAA). SGSSAA can slightly blur the scene. If you want to remove this blurring, you can do so by going to the Texture Filtering section and adjusting the Texture Filtering - LOD Bias (DX9) setting. For 2x SGSSAA enter -0.500, for 4x SGSSAA enter -1.000 and for 8x SGSSAA enter -1.500. Make sure the Texture Filtering - Negative LOD Bias setting is also set to Allow. Click the Apply changes button at the top right to save your settings. You can close NVIDIA Inspector if you wish as it doesnt need to be active for your settings to work. Launch Borderlands 2 or Borderlands: The Pre-Sequel as normal to see the changes. It is strongly recommended that you disable the in-game FXAA option to prevent additional blurring or conflicts. To undo these changes at any time, click the small green NVIDIA logo button at the top of the profiles screen in NVIDIA Inspector, and the Borderlands 2 and Borderlands: The Pre-Sequel profiles will be returned to their default settings. In step 8 above, you can also experiment with the various Transparency Supersampling options to see which looks best to you, but for the most part they will all have a major impact on performance. The screenshots above compare Borderlands 2 first with no AA whatsoever then with the in-game FXAA setting enabled next we substitute SMAA in place of FXAA and finally, only 4x SGSSAA is used. At a glance, all three forms of AA provide a suitable amount of reduction in jagged outlines: the railing in the center of the screen, the metal ledge to the left, and the edge of the hanging metal structure at the top left for example all lose their rough, jagged edges. When examined more closely, we can see that FXAA seems to provide the smoothest outlines out of the three AA methods. The outline of the railing in the center for example is almost completely smooth with FXAA, but still shows slight roughness with SMAA or 4x SGSSAA. This is because the blurring which accompanies FXAA helps to further hide rough edges. On the other hand, FXAAs blurring causes some loss of detail, most visible in this scene on the section of the metal ledge just below the crosshairs. When comparing SMAA to 4x SGSSAA, look carefully at the outlines along the top yellow portion of the shotgun - 4x SGSSAA doesnt seem to provide the same smoothness as SMAA. Given 4x SGSSAA also has almost half the framerate of SMAA, it seems hard to argue that it would be preferable to SMAA. So on balance, for the best performance and smoothest outlines, FXAA seems to be a winner. On the other hand, if you want to prevent very fine detail from being blurred, and dont mind edges which are a touch rougher, then SMAA is recommended instead. There seems little need to implement other more performance-intensive methods of AA such as SuperSampling, since to get a better result than FXAA or SMAA youd have to use such a high level of SSAA that the framerate would be crushed. You may also wish to consider an FXAA Injector. which would approach the same level of quality as the in-game FXAA option, but also allow for the application of sharpness tweaks and other graphical modifications. On the next page we look at how to tweak the. ini files for advanced customization of graphics..ini Tweaks A range of game engine parameters can be altered by editing certain initialization (.ini) files using an ordinary text editor such as Windows Notepad. The key. ini files to edit in Borderlands 2 and Borderlands: The Pre-Sequel are: WillowEngine. ini . WillowGame. ini and WillowInput. ini . These are all found under your UsersUsernameMy DocumentsMy GamesBorderlands 2WillowGameConfig directory (Note: Borderlands: The Pre-Sequel uses an identical folder structure, albeit in BorderlandsPreSequel ). Create backup copies of these files before making any changes to them. Most of the variables in these three main. ini files are either already fully adjustable via the in-game settings, are non-functional on PC, or are not designed to be edited by the user in any meaningful way. Below we examine a range of the most useful tweaks in the. ini files which cannot otherwise be made using the in-game settings, and which actually have a noticeable image quality or performance impact. If you cant find the relevant variable in the. ini file, press CTRLF in the text editor to bring up the search function and enter the variable name. WillowEngine. ini MipFadeInSpeed00 MipFadeOutSpeed00 MipFadeInSpeed10 MipFadeOutSpeed10 The game engine uses a texture streaming technique to load up textures on the fly. This can reduce stuttering and loading pauses, but a side-effect of this is that certain areas or objects will be visibly blurry for a few seconds while textures are steadily loaded in. To greatly reduce, and in most cases eliminate, this texture pop-in effect, set the four variables above to 0 as shown. Note that there may still be momentary texture loading visible at times, particularly at the start of a session and in new areas, based on the speed of your system. By default, enemy bodies persist in the game world for up to 10 minutes, and during a big battle they can quickly stack up. By modifying SecondsBeforeConsideringRagdollRemoval and SecondsBeforeVisibleRagdollRemoval to lower values performance can be greatly improved. However, values too low may result in bodies vanishing in front of your eyes, breaking immersion. As such, experiment with the values and determine what you find acceptable. This variable controls whether interactive objects in the game world, such as characters and vehicles, cast shadows, both on themselves and other surfaces. If set to False, all such shadows will be removed, leaving only generic shadows cast by fixed objects such as buildings and terrain. The screenshots above demonstrate the difference, showing that when Dynamic Shadows are disabled, some shadows are removed completely, and most lose a lot of depth and detail. This includes the loss of self-shadowing on the Sanctuary Citizen, and the removal of his shadow on the grass behind him. Disabling Dynamic Shadows can noticeably boost performance at the cost of some richness in the games graphics. If you still need more FPS, you can disable dynamic lighting altogether by setting this variable to False. This will make the game world relatively bland and darker in some areas, but will provide an even larger performance boost than just disabling Dynamic Shadows. If this variable is set to False, the shafts of light visible when staring at an object through strong light, dubbed God Rays, will be removed. The screenshots above show that there is a clear difference in atmosphere when light shafts are enabled, but disabling them will provide a substantial increase in performance in outdoor areas. If this variable is set to False, certain distortion effects, such as the heat warp effect around an exploding grenade, will be disabled. This can prevent slowdowns during heavy combat, without a huge loss in image quality. This variable controls minor details in the game world, and is interesting in that it appears to be what the in-game Game Detail setting should control. However the in-game Game Detail setting actually controls another variable called PopulationAdjustment. In any case, adjusting DetailMode down to a value of 1 or 0 strips away very minor visual detail in the game world, which may improve performance on low-end machines. An example is provided in the screenshots above, showing full detail when at DetailMode2, and slightly less detail when at DetailMode0 - the only real difference is the removal of an antenna on the roof of the shack. This variable has primary control of the resolution of shadows in the game. The lower the value, the more jagged and generic shadows become, and the higher the value, the more defined and detailed the shadows will be, at the cost of performance. The screenshots above demonstrate the difference at two extremes on either side of the default value of 2048. At a low resolution of 128 in the first screenshot, the shadow of the New-U Station, as well as other shadows, are all extremely blurry - so much so that the antenna shadow is missing. At the other extreme of 4096 in the third screenshot, you can see that the slightly jagged edges of the shadows in 2048 resolution are now almost completely smooth at 4096. Reducing shadow resolution will improve performance at the cost of detailed shadows, while raising it will lower performance but improve shadow clarity. These variables determine your horizontal (ResX) and vertical (ResY) resolution. This can be adjusted using the in-game Resolution setting, but if you want to set a custom resolution that is not available there, you can use these variables instead. This variable is usually controlled by the in-game Foliage Distance setting. However here you can determine the view distance for foliage more precisely. The in-game Foliage Distance Far setting equals a value of 1.0 for this variable, and Near equals 0.5, but you can choose any value in between if you wish. Values above 1.0 wont extend foliage distance, but the most useful aspect of this variable is that if you want to remove foliage (mainly dynamically generated grass) altogether, set this variable to a value of 0. This can improve performance in outdoor areas. The list above covers the key. ini tweaks which have been tested as working properly, and have a noticeable impact on image quality, performance or gameplay. There are many other variables in the. ini files with tempting names, however upon testing these, the vast majority show no discernible change. Some of the popular tweaks being used at the moment fall into this category. And of course, the most important variables are already tied to the in-game settings, and not covered above, as they should be adjusted in-game. Theres plenty of scope to experiment further with the variables in the. ini files, as you may discover something interesting. However I strongly recommend against simply copying and pasting large portions of anyone elses. ini contents into your own. ini file. Always test each. ini tweak individually, preferably using screenshot comparisons and an FPS counter to detect any genuine impact. If you happen to mess up one of the three main. ini files mentioned at the start of this section, move the file to another folder or delete it, and the next time you launch Borderlands 2 or Borderlands: The Pre-Sequel, it will create a clean new copy of this file with the correct defaults, minus any customizations you made. Console Commands In this section we look at a range of game engine variables which can be altered on the fly while the game is running. This is done via the Command Console, which is disabled by default. To enable the in-game console in Borderlands 2 and Borderlands: The Pre-Sequel, open the DefaultInput. ini file found under the Program Files (x86)SteamsteamappscommonBorderlands 2WillowGameConfig directory (Note: Borderlands: The Pre-Sequel uses an identical folder structure, albeit in BorderlandsPreSequel ). Under the Engine. Console section at the top, add the following line immediately below it: This allows the use of the Tilde ( ) key, typically found below the ESC key on most keyboards, to open and close the console. You can assign another key to this function if you wish, but this may cause problems if it conflicts with another bound command, so Tilde is recommended. Save and exit the. ini file, and launch Borderlands 2 or Borderlands: The Pre-Sequel. You can now open and close the console window using the key at any time during normal gameplay. There are a range of console commands you can use. The most useful of these are documented below: Stat FPS . Displays a small FPS counter on the right of the screen. Use the same command again to remove it. ToggleHUD . Removes the Heads Up Display (HUD) elements. Removing the HUD is not recommended for normal gameplay, but it does allow for more cinematic screenshots or videos. Use the same command again to return the HUD. FOV degrees . You can already adjust the Field of View (FOV) using the in-game setting of the same name. However this command allows you to use values outside the range of the in-game slider. Any value you use for FOV will be retained when you restart the game. SetRes HxV Pixels . This command lets you set a custom resolution, outside of those available in the Resolution in-game setting. The value for this command must be in the format Horizontal x Vertical pixel count. For example, setres 1920x1200 . Shot . Takes a screenshot and places the file in a screenshot folder under your Program Files (x86)Steamuserdatausernumber760remote49520screenshots directory ( Program Files (x86)Steamuserdatausernumber760remote261640screenshots for Borderlands: The Pre-Sequel). The Screenshot console command does the same thing as the Shot command, but you can take more complex Tiled Screenshots using the TiledShot command. When using these commands, input them into the single-line console, accessed via the Backslash () key, otherwise the console will be shown in the screenshot. Saída . You can use this command to quickly exit the game back to your desktop without going through several promptsscreens. The Quit command does the same thing. A range of other Unreal Engine 3 console commands were tested, but none will work aside from those above which have been specifically enabled by Gearbox. Faster Startup If you wish to skip the in-game movies for 2K Games and Gearbox that appear when loading: Open your Steam Games Library. Right-click on Borderlands 2 or Borderlands: The Pre-Sequel in the Library, and select Properties. Click the Set Launch Options button. In the dialog box which opens, type - nostartupmovies and click OK. Close the Properties window. Bypassing The Launcher One final tweak for those who want an even faster start-up for Borderlands 2 and Borderlands: The Pre-Sequel: to bypass the special Launcher screen which appears on your desktop when you launch Borderlands 2 or Borderlands: The Pre-Sequel, follow these steps: Open your Steam Games Library. Right-click on Borderlands 2 in the Library, and select Properties. Click the Set Launch Options button. In the dialog box which opens, type - nolauncher and click OK. If you have nostartupmovies enabled from above, configure the box to say - nolauncher - nostartupmovies Close the Properties window. Now whenever you launch Borderlands 2 or Borderlands: The Pre-Sequel from Steam, it will open the game directly, without first opening the launcher. If you want to regain the launcher, follow the steps above and delete the - nolauncher command in Step 4. Conclusion Borderlands 2 gained quite a few accolades amongst PC gamers for its refreshing combination of fun gameplay and addictive RPG attributes, and its likely Borderlands: The Pre-Sequel will as well. The games also run extremely well on most systems, making them accessible even to those who havent upgraded in some years. In terms of settings, if youre looking to squeeze out extra performance, then a combination of reducing View Distance, turning off Ambient Occlusion, Depth of Field, or PhysX should do the trick while still keeping things pretty to look at. If you are using an older GPU but still want to enjoy the games PhysX effects, then consider adding a second NVIDIA GPU to improve performance by up to 2x. If youre really struggling for FPS, a few advanced tweaks like disabling God Rays and Dynamic Shadows will help you get better framerates. If youre having difficulties with the game, or just want to talk to other Borderlands players, check the Official Borderlands Forums. If youre experiencing lag in Borderlands 2 or Borderlands: The Pre-Sequel online, refer to the How to Get Rid of Lag article to correctly determine the source of your lag and what if anything you can do about it. Borderlands 2 Weapons Weapons in Borderlands 2 . much like in the previous game, are generated using a procedural algorithm which combines various Parts to create an enormously large number of possible variations. Unlike the original, Gearbox has not given an exact figure, though Randy Pitchford has stated that the number greatly exceeds the original games total and There are enough where it doesnt matter. It really doesnt matter. 1 Weapon types Weapon classes have been reorganized. Revolvers and Repeaters were two distinct kinds of weapons in the original Borderlands they have since been consolidated into a single Pistol category. Eridian weapons have been replaced by E-tech weapons which conform to the revised six categories listed below: Pistols 160: Versatile class of weapons usually suited to short-to-medium range combat, typically with fast reload speed. Sub-types include auto-firing machine pistols with larger magazines but lower accuracy, middle-of-the-road repeaters, and revolvers with longer range and higher accuracy but slower reloads and lower ammo capacity. Submachine Guns 160: High rate of fire and low recoil, good at close range and decent at medium range. Usually lower per-round damage than pistols of lower level, but greater rate of fire means higher DPS, and tend to have high capacity magazines. Shotguns 160: Fire multiple pellets, effective at close range but lowest accuracy of any weapon type. Sub-types include single-barrel fast-firing weapons with larger magazines, medium-range weapons with low spread, and multi-barrel weapons with huge per-shot damage but slow rates of fire and frequent reloads. Assault Rifles 160: Versatile mediumlong range weapon. Sub-types include accurate, high-damage semi-auto weapons, general-purpose burst or automatic rifles, and high-capacity light machine guns with heavy recoil. Special assault rifles can fire grenades or rockets with standard rifle ammunition, though at a cost of multiple rounds per shot. Sniper Rifles 160: High-damage, accurate weapons which are most effective at long range, usually with very limited magazine size and slow rates of fire. They are almost always equipped with scopes, and often have a bonus to Critical Hit Damage. Unlike the original Borderlands, fully automatic sniper rifles are not limited to a single very rare model. Rocket Launchers 160: Powerful shoulder-fired weapons with many positive firing characteristics, but low ammo capacity, long reload time and expensive ammo. Subtypes include high-velocity cannons, low-velocity cruise missiles with devastatingly high damage and shotgun-like spread launchers. Weapon Proficiencies no longer exist all characters have the same abilities with weapons throughout the game, with only Skills or class mods offering bonuses to particular types. The Item Card is shown whenever a weapon is examined on the ground or selected in any menu. This contains basic information about the weapon the weapons name is shown in its appropriate rarity colour, followed by the weapons Damage, Accuracy, Fire Rate, Reload Speed (measured in seconds, higher numbers mean longer reloads), Magazine Size, any Elemental Damage the weapon deals, the Elemental Effect Chance, and a text box containing notes on any special bonuses or abilities the weapon has. Bonuses in this area are included in the stats displayed above it for example, a weapon with a displayed magazine size of 14 and 3 magazine size has a magazine size of 14, not 17. The logo of the weapons Manufacturer is shown in the lower-left, while the logo for the weapons Element (if it has one) is shown in the middle. A weapons minimum level is shown at the top of the Item Card if this exceeds the level of the character examining the weapon, the entire Item Card is shown with a red background, and the weapon cannot be equipped by that character (though it may be picked up, carried in their inventory and sold as normal). Rarely, weapons may have no level limitations this is typically only seen on the Gearbox pre-order weapons and weapons which spawn right at the start of the game. A weapons value in dollars is shown at the bottom of the Card this is its sell price for a weapon belonging to that character or on the ground, or the buy price for a weapon being viewed in a vendor. A weapons buy price is always far higher than its sell price. Weapons scope magnifications were not originally displayed on item cards however this was changed in patch 1.6.0 (August 29th 2013). Tech pool stats have been replaced by the simpler Elemental Effect Chance section. The weapon itself is no longer displayed on the card, only a generic icon for the weapon class coloured for the weapons rarity. Instead, a weapon can be viewed in full 3D in the inventory menu or store screen using the Inspect option. A weapons level determines a number of things aside from whether or not a character can use it. All other things being equal, as a weapons Level increases its Damage and Elemental Damage will also increase proportionally other stats do not increase in the same way, and are mainly determined by a weapons Parts, manufacturer and rarity. The increases are much more pronounced than in the original Borderlands . scaling exponentially by a factor of 1.13215 per level. For example, a no-level white-rarity Dahl Repeater acquired at the start of the game will deal around 11 damage per shot, while a level 50 version will deal over 5,000 damage per shot. The Level a weapon spawns at is decided by the level of the enemy who dropped it, or the level of the area it is in if it is found in a chest or vending machine. Areas in Normal Mode and True Vault Hunter Mode usually scale to the character, with a set maximum which they cannot scale beyond. Loot drops will usually be within two levels of the area level. A weapons Fire Rate statistic can mean one of three things depending on the fire mode of the weapon in question. For fully automatic weapons (those which fire repeatedly as long as the button is held) it shows how many rounds the weapon fires per second. For semi-automatic weapons (those which only fire a single shot per press of the fire button), it displays the weapons Firecap . the maximum rate at which the game will accept separate presses of the fire button. For Jakobs weapons with the special text Fires as fast as you can pull the trigger this cap is usually set sufficiently high that a human player could not hope to meet it the limit exists to prevent auto-fire devices generating arbitrarily high rates of fire from these weapons. Finally, burst-firing weapons fire a set number of rounds each time the fire button is pressed. For these, it appears the Fire Rate defines both the rate at which the game accepts presses of the fire button after a burst concludes, and the speed of the burst itself. Flavour Text Flavour Text is found on Unique, Legendary and Seraph weapons Item Cards, at the top of the text box it is printed in red, and is usually a cryptic line of text which references the effects of the weapon and also some item of trivia or pop culture. See Special Weapon Effects Borderlands 2 for a comprehensive list of weapon effects. Hyperion Policy sniper rifles at increasing rarity levels, common. uncommon. rare. and very rare . A weapons Rarity determines the overall quality of the weapon, the strength of bonuses applied to it, and also the rate at which it will drop from enemies and chests and be available at vendors. Common weapons Each manufacturer has weapon textures of increasing quality for non-unique weapons. Quality varies from white (common), through green (uncommon), blue (rare), and purple (very rare), with the weapons stats being boosted more by each increasing rarity level. The mnemonic phrase given by a loading screen in the game to remember the order of the color system is When Grandma Burps, Patrick Obeys (W, G, B, P O). Given all DLCs are applied it is instead W, G, B, P, P, O, C (White, Green, BlueUnique, PurpleE-tech, Seraph, Legendary, Pearlescent). White weapons will never have an accessory attached (see Prefixes below). Green and blue weapons have a chance of spawning with an accessory, while purple and higher rarity weapons will always have an accessory attached. Unique amp Legendary Weapons These weapons are variants of standard gun models with special effects and bonuses added. Unique weapons are always of blue or purple rarity and are typically assigned as special rewards for quests or given for defeating named enemies. Legendary weapons are always of orange quality and are usually dropped by the toughest enemies on Pandora they have the highest material bonuses, but are generally not directly comparable to lower-level weapons with the same barrel and body due to their various special effects, and have their own unique materials rather than using a standard one for their rarity. As with all loot, there is a very small chance of both types of weapons being found from any suitable loot source, but it is exceptionally rare. E-tech weapons use their manufacturers purple-quality skin, but are colour-coded magenta. They spawn with a special Eridian barrel instead of a normal one, and are thus a higher rarity level than purple. E-tech weapons use Eridium technology attached to the weapon to convert bullets into other projectiles. They are characterised by the hexagonal petals on their barrels, which flare outwards from the weapon as it is being fired. While their stats vary, they often have superior damage to regular weapons of their level at the cost of using multiple ammo per shot. Pearlescent Pearlescent weapons are cyan - quality weapons and are only obtained as drops via Badass enemies and Loot Midgets in Ultimate Vault Hunter Mode albeit their drop rates are unknown. All but Anshin and Pangolin manufacture a Pearlescent quality item, it is debatable whether the Pearlescent weapons are more useful than the Legendary items produced. Players will need to acquire the Ultimate Vault Hunter Upgrade Pack in order to find these weapons. Elemental effects Many weapons have a chance of spawning with an ability to deal one of five types of Elemental Damage these are Corrosive. Incendiary. Explosive. Shock and Slag. The first four types all work in roughly the same way, while Slag is a special case. The four types each have a set chance of causing an elemental effect when they hit a target, which will deal increased damage to that target. Elemental effect chances are much less abstract than in the original Borderlands every shot fired by a weapon has a set percentage chance of dealing elemental damage, which is displayed on the Item Card. A shot which deals this damage is said to Proc (short for programmed random occurrence). Explosive weapons do not display their elemental effect chance on their Item Card as they Proc 100 of the time. Corrosive. Incendiary and Shock are each effective against specific types of targets respectively, they deal extra damage to Armour (yellow health bars), Flesh (red health bars) and Shields (blue health bars). Each of these elements can deal damage over time (DoT) to an enemy, with the damage taken per second displayed on their Item Card. Enemies attacked with an incorrect element will have the word RESIST pop out along with the damage number, and take decreased damage. Slag weapons work slightly differently in that the Slag elemental effect deals no actual damage instead, if a Slag weapon Procs it will cover the target in Eridium goo for 8 seconds, and all damage from non - Slag weapons will be doubled during that period. Jakobs weapons never have any elemental effects, while Maliwan weapons always do. Torgue weapons are limited to explosive elemental effects, while Maliwan weapons cannot be explosive elemental (their grenades, however, can). The explosive element can spawn on rocket launchers and Torgue weapons regardless of rarity, while other elements will only spawn on uncommon or higher weapons for any manufacturer but Maliwan. Weapon Manufacturers There are eight weapon manufacturers on Pandora. each with their own distinctive receiver all of the original games human manufacturers return except the Atlas Corporation and SampS Munitions. In addition, the Bandits have started manufacturing their own weapons. Each manufacturer has a distinctive gimmick which defines them. Bandit 160: Bandit weapons feature very large magazines, increased reload times but otherwise below average stats. Bandit weapon names are usually misspelled, and the weapons have a rough and ready look with exposed bolts and screws. However, at higher rarity levels, Bandit weapons stats can match or even surpass counterparts from other manufacturers. Dahl 160: Dahl weapons are burst-fire when aiming down the sights, and semi-automatic or fully automatic depending on the weapon when firing from the hip. Dahl weapon names are typically operator terms found in modern military fiction, and are visually based on Western high-tech firearms with parts like MagPul PMAGs. They boast increasingly ostentatious camouflage patterns with increasing rarity. Hyperion 160: Hyperion weapons have reverse recoil, explained in-game by the use of stabilizers. They have heavy initial scope sway but become more stable and accurate as they are continuously fired. (Hyperion sniper rifles gradually stabilize as the user aims down the sight.) Hyperion weapons have a corporate naming theme, and are sharp and angular. They always use vibrant colors which become more contrasting at higher rarities. Jakobs 160: Jakobs weapons specialise in high power, and are always semi-automatic or bolt action. Jakobs weapons have an Old West naming theme, and have an old-style look with wood furnishings as well as engraved metal and highly-figured wood at higher levels. Maliwan 160: Maliwan weapons always feature an elemental effect, and sometimes use more than one ammo per shot. Maliwan weapons have a ten dollar word naming theme (Consummate, Acuminous, etc) and use flowing, organic shapes. The color scheme remains mostly the same at different rarity levels, but becomes more vibrant. Tediore 160: Tediore guns have mediocre statistics but very fast reloads they are thrown in an arc, much like a grenade, instead of reloading, dealing damage based on the amount of ammunition left in the magazine (which is lost on reload). Rocket launchers are thrown overarm and travel straight initially, but randomly deviate off-course. Tediore weapons tend to be named like mass-produced generic products (New and Improved, Original, Basic, etc) and have a blocky aesthetic, taking on synthetic patterns at higher rarity levels. Torgue 160: Torgue weapons always deal explosive damage, and some variants fire rockets using bullet ammunition. Torgue weapon names are typically crude sex puns. The weapons themselves usually have a bulging, rounded appearance, with large projecting exhaust pipes or ports on the barrels. They have racing-themed color schemes that increase in detail with increasing rarity. Unlike in Borderlands, Torgue does not produce sniper rifles or submachine guns. Vladof 160: Vladof weapons are known best for their high rates of fire. They have a revolutionary theme (Glorious, Workers, etc) and appear similar to RussianSoviet Cold War-era hardware, with parts based on actual Russian weapons and equipment as well as slavic imagery on some parts of the guns. Higher-rarity Vladof weapons are all-metal and highly polished in appearance. When aiming a sniper you can also read Russian numbers in it regarding height and wind. Construction The pistol corresponding to the Item Card above. This Tediore pistol body has a Maliwan barrel, giving it the Title Handgun. and also has a Maliwan grip. The scope is Hyperion - made, and the gun has an increased rate of fire, giving it the Prefix Peppy. The skin indicates Purple rarity, while the blue lights indicate it is Shock elemental. Each manufacturer makes a complete set of weapon Parts for any weapon they manufacture, enough to make a weapon with only that manufacturers Parts. In practice, however, the only Part specific to any given manufacturer is the Body of a weapon this is the receiver, frame, or the midsection of a rocket launcher. This Part determines what manufacturer the weapon has. The Barrel of the weapon, in combination with the Body, decides the weapons Title. All other parts determine various bonuses for example, many Bodies can spawn with two different Magazines, one higher capacity than the other. The first part of a weapons name is called its Prefix . Each manufacturer has a list of Prefixes, and which one a weapon gets is determined by a number of factors including Parts, what Element it has (if any) and any bonuses the weapon has. Prefixes form a hierarchy, with each having a set priority. The highest-priority Prefix is the one that will be displayed, while all others will be hidden. Some Unique weapons have special Prefixes which are actually part of their Titles in the game files, but are handled in such a way they are replaced with higher-priority Prefixes. For example, Good Touch actually has the full Title Miss Moxxis Good Touch, but the first portion can be replaced to make an Acuminous Good Touch if the weapon spawns with a bayonet accessory. This appears to be a coding hack designed to give these weapons unique but replaceable Prefixes. Occasionally a weapon will spawn with no Prefix at all this tends to be because it has a Maliwan grip (which assigns no Prefix) and no other Prefix-giving parts (ex. Shield, The Bee, etc.). The second part of a weapons name is its Title . In common weapons, the Title is determined entirely by the combination of Body and Barrel parts it has the Body is determined by the weapons manufacturer, while the Barrel assigns a specific Title from that manufacturers list. Unique and Legendary weapons have their own unique Titles, but still use the common Prefixes for their manufacturer. Since the Title is the part of a weapons name which does not change, it is used for categorisation purposes on this wiki. This section list the basic Titles of all the randomly generated weapons in Borderlands 2, by the barrels which assign them. It excludes the names of Unique and Legendary weapons from these manufacturers. The number of weapons a character can carry (along with all other loot including Class Mods, Relics, Shields and Grenade Mods) is determined by how many inventory Storage Deck Upgrades have been purchased from Crazy Earl in Sanctuary. Under normal circumstances a character cannot pick up or purchase a weapon if they are at their inventory limit, though this is ignored for mission rewards which are given regardless. If the character is over their inventory limit, they must sell or discard items until they are not in order to pick anything up. The number of weapons which can be equipped at any given time defaults to two. Two more equip slots can be unlocked by completing storyline missions, and are given at set times. Ammunition Ammunition is divided into the same categories as weapons themselves pistol ammunition, SMG ammunition, shotgun shells, rifle ammunition, sniper rifle ammunition and rockets. Ammunition can be found in most lootable containers, and is often dropped by enemies. The amount of ammunition a character can carry for each type is determined by how many Storage Deck Upgrades (SDU) have been purchased from Crazy Earl in Sanctuary, certain skills, or a stockpile relic. Certain types of ammunition will not spawn at first in particular, rockets do not spawn from low-level vending machines in Normal Mode. The price of ammunition from vendors is based on the level of the area it is purchased in, and increases as the game goes on. Purchasing a SDU will refill that ammunition type to its new maximum Bursts and Damage Multipliers This Legendary Dahl Hornet pistol has a double accessory, the device under the barrel. x2 can be seen next to the damage figure on its Item Card. Since the Hornet fires a 5-round burst when aimed, this Hornet fires 10 rounds for every press of the fire button when aiming, and two rounds at once when not aiming. Certain weapons will fire multiple rounds with a single press of the fire button. This can be either in a multi-round burst where each bullet is fired sequentially, or multiple projectiles fired at the same time. Burst fire is the Dahl manufacturer gimmick, and almost exclusively present on their weapons. A burst-firing weapon fires a set number of rounds sequentially each time the fire button is pressed. The game counts this as normal fire, and any effect that would only affect a single round (such as an Amplify Shield or Zer0s Decepti0n Skill) will only affect the first round fired in the burst. Shotguns are the most common example of a weapon which fires multiple projectiles at the same time, but this effect is also present on all Bandit Rocket Launchers. Jakobs Gatling Guns. and any weapon which spawns with a double fire accessory. In all cases, any effect that is restricted to a single shot will apply to every projectile since they all count as being fired together for example, an Amplify Shield will add its damage buff to all 18 projectiles fired by a Torgue Ravager shotgun, though as of Patch 1.2.0 the bonus is divided evenly among them rather than applied to each in full. If the weapon has an element, each projectile has a separate chance to Proc for elemental damage. Both effects can be present on a weapon at the same time this is most common with Dahl weapons that spawn with double accessories. If this is the case, every shot fired in the burst will consist of multiple projectiles. Damage Per Second Fast firing weapons are often chosen based on Damage Per Second (DPS), which can be easily calculated by multiplying Damage by Fire Rate. DPS reflects an imaginary rate of fire which does not include reloading (for real weapons this is referred to as the cyclic rate of fire), which can also be a major factor in choosing a weapon. Missing Weapons Each manufacturer are missing two weapon types that they simply do not produce, appart from Bandit, that is only missing one weapon type. Bandit does not produce sniper rifles. Hyperion does not produce rocket launchers or assault rifles. Dahl does not produce shotguns or rocket launchers. Maliwan does not produce shotguns or assault rifles. Tediore does not produce sniper rifles or assault rifles, although, in a leaked alpha-gameplay from 2011. a Tediore assault rifle is seen. Jakobs does not produce submachine guns or rocket launchers. Vladof does not produce submachine guns or shotguns. Torgue does not produce sniper rifles or submachine guns. Ad blocker interference detected Wikia is a free-to-use site that makes money from advertising. Temos uma experiência modificada para os espectadores que usam bloqueadores de anúncios. A Wikia não está acessível se você fez outras modificações. Remove the custom ad blocker rule(s) and the page will load as expected. XRamzaX 4 years ago 1 I am a little curious if we know anything new about this I found a few posts about this with google but they are probably dead since I dont see them anywhere near the top. I kept seeing post saying well play with friends, you shouldnt play with randoms. What I take from that is that it is useless to play multiplayer in borderlands with randoms, which was my experience with the first BL. (Half the time it is a siren just running past all the enemies to get to a chest.) Yet gearbox has taken so many step to try and make it so that we will play in random games. Trading system, anti cheat system, duels for loot (which will be useless if the player with the newly picked up loot must accept the duel, who is gonna accept to lose the loot they just ninjad) none of these options are needed when playing with friends They also added a drop in drop out system and a new quest system to make it easier to play with randoms, I guess Im not sure how they would make a new loot system since people arent going to want stuff popping up on their screen while they are shooting and we already have most of the buttons doing something on consoles. but with the current system, playing with randoms is gonna be just as useless as it was in the first game, and I dont understand how gearbox overlooked this after adding in all these new features. You can post your thoughts if you want, I already read plenty of them in other posts, just curious if there is any news directly from gearbox, I wasnt able to find anything else out from searches. Be nice to newbs, you shall be one again someday. User Info: legend253 legend253 4 years ago 2 Its been confirmed by Gearbox (and the majority of the community, really) that they are keeping the loot system the way it is because thats what Borderlands is all about: Shooting and looting. No sub-menus for loot rolling, just you get there, you get it. Plus, your worries will be assuaged due to the Siren having Phasewalk in this game. Although, there was a skill I saw while watching a gameplay video that boosted movement speed when her shield was depleted. That shouldnt be a concern though. GT: Lord Avon (if you wanna play Borderlands, message me) quotIm Commander Shepard and this is my favorite store on the Citadel. quot Report Message Terms of Use Violations: Etiquette Issues: Censor Bypassing Trolling Flaming Disruptive Posting Off-Topic Posting Other (must leave note below): Notes (optional required for Other): Add user to Ignore List after reporting
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